Deduplicate GLSL frag code in particle drawing

Differential Revision: D2993
This commit is contained in:
Germano Cavalcante 2018-01-29 15:51:23 -02:00
parent 9577ebde79
commit d072022bbf
3 changed files with 3 additions and 13 deletions

View File

@ -221,7 +221,6 @@ data_to_c_simple(modes/shaders/object_grid_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_lightprobe_grid_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_prim_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_prim_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_dot_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_dot_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC)

View File

@ -76,11 +76,11 @@ extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_object_lightprobe_grid_vert_glsl[];
extern char datatoc_object_particle_prim_vert_glsl[];
extern char datatoc_object_particle_prim_frag_glsl[];
extern char datatoc_object_particle_dot_vert_glsl[];
extern char datatoc_object_particle_dot_frag_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
@ -331,12 +331,12 @@ static void OBJECT_engine_init(void *vedata)
if (!e_data.part_prim_sh) {
e_data.part_prim_sh = DRW_shader_create(
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_object_particle_prim_frag_glsl, NULL);
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
}
if (!e_data.part_axis_sh) {
e_data.part_axis_sh = DRW_shader_create(
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_object_particle_prim_frag_glsl,
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
"#define USE_AXIS\n");
}

View File

@ -1,9 +0,0 @@
flat in vec4 finalColor;
out vec4 fragColor;
void main()
{
fragColor = finalColor;
}